DUMP Episode 2: Dump Harder [RELEASED]

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

DUMP Episode 2: Dump Harder [RELEASED]

Post by TerminusEst13 »

Image

For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons. DUMP 1 began and it was a success, bringing a whole bunch of me and my friends into ZDoom mapping and just churning things out.
Then another friend, AD_79, suggested I open it up to the public. I did, and the response was overwhelming. An unfathomable amount of people signed up for this, and we ended up with a grand total of 68 maps. A hub map, 64 normal maps, a secret map, a final map, and a Marathon map (of all things).

As before, we now present to you a small hub leading to a handful of different maps. Beat X amount of maps to unlock the exit, with X being a variable depending on the difficulty level (ITYTD only requires a handful of maps, Nightmare requires EVERY SINGLE MAP), and defeat the final boss to win.
Gameplay mods should be supported, though there's been trouble in Zandronum so it may be better to use them in ZDoom/GZDoom. Pistol start is enforced, and monsters are vanilla (except for the Final Boss).

As before, the primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's the usual pile of quality you'll expect from a gigawad of MyFirstZDoomMap.wad, but it was fun to band together to make shit.
Again, as before, please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong.

https://www.doomworld.com/idgames/level ... ads/dump-2 (73.4 mb)
https://drive.google.com/file/d/0B4p2zW ... sp=sharing (mirror)


SCREENSHOTS:

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image


CREDITS:
Spoiler:
ORIGINAL POST:
Spoiler:
Last edited by TerminusEst13 on Fri Oct 06, 2017 11:28 am, edited 26 times in total.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Sgt. Shivers »

Yo, count me in! I'd love to make another 3 maps for DUMP! :D
User avatar
wildweasel
Moderator Team Lead
Posts: 21519
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10, 21H1
Graphics Processor: nVidia with Vulkan support

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by wildweasel »

Y'know what, count me in, because this project represents everything I've ever failed to do as a mapper. =P
User avatar
rosfell
Posts: 24
Joined: Mon Jul 02, 2012 8:13 am

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by rosfell »

Count me in, I've been trying to do maps for all eternity, this seems like a good start for me...
User avatar
comet1337
Posts: 875
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by comet1337 »

i've never done anything
i'm here to do something
User avatar
Hellser
Global Moderator
Posts: 2646
Joined: Sun Jun 25, 2006 4:43 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Hellser »

*Sigh* I'm in. Mostly so I can bang that rust off.
User avatar
Yholl
Posts: 1950
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Yholl »

I will emit a map.
There will be tears.
They will be delicious.

I will also get another friend to emit a map.
This one probably won't cause tears maybe.
User avatar
Eevee
Posts: 592
Joined: Wed Jul 16, 2003 5:26 am

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Eevee »

Yeah I should probably do this. Though I can't guarantee I won't spend a week trying to find creative loopholes around "no new monsters/weapons".
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by YukiHerz »

I'm interested, i'll start in like 10 hours when i wake the fuck up.
User avatar
Nems
Posts: 660
Joined: Wed Jan 12, 2005 1:09 pm
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Nems »

I guess I'll humor myself and randomly bang my head on the keyboard with Doombuilder open to see if anything happens and then send it off or something. :v
submerge
Posts: 15
Joined: Fri Sep 13, 2013 3:36 am

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by submerge »

Sure, you can count me in.
-Nyss
User avatar
Hellser
Global Moderator
Posts: 2646
Joined: Sun Jun 25, 2006 4:43 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Hellser »

Terminus Senpai~ Can we use say.. an old map.. that's pretty much what this project is all about? Banging off the rust, getting out of our comfort zone and going on to finish it?

I am not sorry for what I have said.
User avatar
Scotty
Posts: 35
Joined: Tue Mar 24, 2009 10:43 pm

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Scotty »

Can't wait to stare at a blank grid for 4 weeks and turn in a square.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by TerminusEst13 »

Hellser wrote:Terminus Senpai~ Can we use say.. an old map.. that's pretty much what this project is all about? Banging off the rust, getting out of our comfort zone and going on to finish it?

I am not sorry for what I have said.
It's certainly not the suggested thing, but ultimately since the goal is getting something done and out, yes you can.
User avatar
Hellser
Global Moderator
Posts: 2646
Joined: Sun Jun 25, 2006 4:43 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Hellser »

TerminusEst13 wrote:It's certainly not the suggested thing, but ultimately since the goal is getting something done and out, yes you can.
Cool. Since this might be like my last map ever. :lol:

Return to “Levels”